Sil 1.2

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  • HallucinationMushroom
    replied
    Thanks for the nightmares, Debo... and thanks for the laugh, Infinitum.

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  • debo
    replied
    Also yes. (I've actually seen them live twice

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  • Infinitum
    replied
    Speaking of drain, are herbs of restoration as rare as ever or have they been made more common to offset the reduced amount of stat potions?

    EDIT: @debo, sure you were not thinking of this?

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  • debo
    replied
    This is a pretty good theme song for ~150' or 200' http://www.youtube.com/watch?v=w6ntMbUEjf0

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  • meneldil
    replied
    Originally posted by Psi
    These are starting to drive me crazy. I preferred having violet molds everywhere than them. I can play on with low Con, but with strength 0 I may as well suicide with a melee character.

    Their AI seems to have changed too.

    End rant.
    So, they generally don't follow you (much like dragons later in the game), so you just need to get out of line-of-sight. They can be nasty if you happen to step next to one in the dark, but they only try to drain your strength a small proportion of the time. If you're playing a low-will character, probably best to run away.

    They're certainly nasty, but it's quite fun to have (more) creatures not every melee character will want to go toe-to-toe with.

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  • Psi
    replied
    Originally posted by Psi
    Does anyone else now detest Grave Wights? A touch to reduce strength monster is horrible - like a mobile violet mold.
    These are starting to drive me crazy. I preferred having violet molds everywhere than them. I can play on with low Con, but with strength 0 I may as well suicide with a melee character.

    Their AI seems to have changed too.

    End rant.

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  • half
    replied
    Originally posted by debo
    The automaton is pretty cute
    Shhhh.....

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  • half
    replied
    Originally posted by Psi
    Barahir doesn't instantly autoid despite it giving you Este as an ability.
    I've finally fixed this one.

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  • half
    replied
    Originally posted by Psi
    I just went downstairs at 800' and got << out of wandering indices >> <x6>, though next level seems to have started as normal after a pause.
    OK, I've cleaned up that bit of code and removed the message. Nothing bad enough happens to warrant the debug message, I'd just left it in because I thought this event couldn't happen at all.

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  • debo
    replied
    The automaton is pretty cute

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  • half
    replied
    Originally posted by Psi
    I just went downstairs at 800' and got << out of wandering indices >> <x6>, though next level seems to have started as normal after a pause.
    Hmmm... That's not good. I'm glad I left that in there. I'll have a look and try to work out a more graceful way to deal with this. Apparently there were more than 100 different groups of wandering monsters on that level. Probably the Cat Fortress using up a lot of them.

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  • half
    replied
    Originally posted by Infinitum
    Is mouse support planned for any foreseeable release? I play on a laptop without numpad and whilst I've gotten used to using the keyboard number keys for moving at diagonals it'd still be welcome.

    Also, weapons auto-id when you use staffs of self knowledge whereas other equipment doesn't. Truth be told I wouldn't mind the perception-check be reinstated for use-id'ing weapons; it was mechanically consistent and made for a good reason to pump perception early. Maybe even add a check to notice whether slaying weapons glow or not?
    I don't have any explicit plans to add mouse support -- mostly because people don't seem to be clamouring for it. I'll take your comment as a vote in favour of it. I agree that with the decline in the prevalence of numpads it has become more awkward to play roguelikes such as Sil.

    The reason weapons auto-id is that the message 'You weapon is especially deadly against orcs' gives away what source is granting it, while 'You have freedom of movement' doesn't. I was in two minds about removing the perception checks. I mostly did it because quite a few of the effects could be seen in the combat rolls window or via watching the glowing of items etc and so player knowledge and character knowledge were getting very far apart for low perception characters which was odd. Further helping streamline ID-by-use is also good in my book. It was a nice thematic use of the perception skill though!

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  • meneldil
    replied
    Originally posted by half
    Sadly I have no idea how to get Sil running in a browser. If others knew how to do that and could make it happen, I'd be supportive. I suppose it might not be that hard to get a terminal version running in a browser?
    My guess, for anyone who wants to give it a go, is that emscripten and clang would do most of the work, but you'd probably have to fiddle with the browser-interface and save/load stuff. (Emscripten and clang were used by the recent port of the original Doom to a browser).

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  • Psi
    replied
    I just went downstairs at 800' and got << out of wandering indices >> <x6>, though next level seems to have started as normal after a pause.

    Leave a comment:


  • debo
    replied
    Originally posted by Infinitum
    Is mouse support planned for any foreseeable release? I play on a laptop without numpad and whilst I've gotten used to using the keyboard number keys for moving at diagonals it'd still be welcome.
    I know you've probably thought of this already, but... have you tried vikeys?


    Truth be told I wouldn't mind the perception-check be reinstated for use-id'ing weapons; it was mechanically consistent and made for a good reason to pump perception early. Maybe even add a check to notice whether slaying weapons glow or not?
    Why do you like this, out of curiousity? I found it pretty absurd when my weapon turned into a glowstick that my dude couldn't figure out what was going on..

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